....I don't like using angels or angel-related items. The whole Judeo-Christian theme just kind of turns me off. Not that there's anything wrong with it, but I don't think it fits into a fantasy setting. Go to Comment
I mean, the whole concept of "planes" comes from Michael Moorcock and his Elric series (I think). While I'm not saying that Moorcock's ideas were not good, they tend to take away from the "mythical-ness" of the setting.
Still, Pieh, it's a very good item. Go to Comment
I do not understand the problem with having archrivals like angels and devils in a fantasy setting.
For me it is not very much a Judeo-Christian theme, it is just a name that one gives to a certain kind of creatures. After all, the whole concept of planes gets me in more trouble then is good for me, so following the logic of our dear captain, I should be wary of anything that is called a outsider, be it evil or good.... Go to Comment
Alright then, i use "planes" in my campain worlds so it works out. If you dont (im pretty sure thats what your saying Captain) im sure you could come up with an alternate item history to fit in you world, if you want to use it of course.
... And i would think that alternate planes of existance would add more mythical-ness to a campain world, but hey every campain world is different. Go to Comment
I like how it inscribes a rune on victims' foreheads. Many other aspects are sort of standard (although why would an angel need a sword that allows him to sprout angel wings? and how likely is it that a sword for killing demons would think it would be worthwhile to convince a demon to not be evil anymore?)
I have no problem with angels and demons; I'd go a step further and say it's silly to call it Judo-Christian. These appear in hindu and buddhist religions as well, in addition to ancient Persian cultures. Even the Greeks had Daemons. Go to Comment
I like the idea but would get rid of the treasure and make it more of a mystery instead of pointing them straight to the forest. Let the PCs be the first to successfully interrogate the crazies and get coherent information. They could use magical means the town doesn't have or the crazies will only talk to strangers or something, anything.
One arrow an hour doesn't set well with me either. Why one an hour? If I was releasing my demon god then I would spare no expense to try and get rid of those that may ruin my plans.
For my game I would instead find a way to give the PCs better protection from the arrows. They could discover what they are and get a protection spell from a cleric (there has to be some other good cult that knows about these Hell dudes and have some protection from them) or something. The arrows are less effective but still do their thing with proper failing saves. So the PCs have more hope fighting them but it is still gut wrenching whenever they get hit and have to save.
I like the idea of using this Hell cult as a growing cult in the world and maybe the shakers behind the evil. I would want to build up the pressure of them to a climax of discovering the ritual and foiling it. I would probably draw the Hell thing out for a long time, slowly introduce it to the compaign with madness slowly building through the country, the occasional conflict with the cult and their arrows until they become true enemies of the PCs culminating perhaps with this plot.
I like the Arrow Of Personl Hell A LOT so would want to draw it out as long as possible. Go to Comment
A lot of unanswered 'whys' and coincidences here, along with a massive escalation from investigating a mystery to a campaign-shaping event. There are neat details and it would a great base to work from.
Spell it however you like, each gaming world can be different. The idea gets across fine.
This pulling of different sets of strings makes me have flashbacks to my binary. The only combination I see missing is strings one and three ... any thoughts on that? Maybe the arrow ignores or passes through non-magical armor?
A good item, it makes me want to over do it by adding a Balista (seige weapon crossbow) Go to Comment
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.